DarkflameServer/dScripts/ai/MINIGAME/SG_GF/SERVER/SGCannon.cpp

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#include "SGCannon.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "Character.h"
#include "ShootingGalleryComponent.h"
#include "PossessorComponent.h"
#include "CharacterComponent.h"
#include "SimplePhysicsComponent.h"
#include "MovementAIComponent.h"
#include "ObjectIDManager.h"
#include "MissionComponent.h"
#include "Loot.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "eGameActivity.h"
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#include "Item.h"
#include <ranges>
void SGCannon::OnStartup(Entity* self) {
LOG("OnStartup");
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m_Waves = GetWaves();
constants = GetConstants();
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ResetVars(self);
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self->SetVar<bool>(GameStartedVariable, false);
self->SetVar<Vector3>(InitialVelocityVariable, {});
self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
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auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetStaticParams({
Vector3 { -327.8609924316406, 256.8999938964844, 1.6482199430465698 },
Vector3 { -181.4320068359375, 212.39999389648438, 2.5182199478149414 }
});
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shootingGalleryComponent->SetDynamicParams({
Vector3 { 0.0, 4.3, 9.0 },
Vector3 { },
129.0,
800.0,
30.0,
0.0,
-1.0,
58.6
});
}
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self->SetVar<uint32_t>(TimeLimitVariable, 30);
self->SetVar<std::vector<LOT>>(ValidActorsVariable, { 3109, 3110, 3111, 3112, 3125, 3126 });
self->SetVar<std::vector<LOT>>(ValidEffectsVariable, { 3122 });
self->SetVar<std::vector<uint32_t>>(StreakBonusVariable, { 1, 2, 5, 10 });
self->SetVar<bool>(SuperChargeActiveVariable, false);
self->SetVar<uint32_t>(MatrixVariable, 1);
self->SetVar<bool>(InitVariable, true);
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auto* simplePhysicsComponent = self->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetPhysicsMotionState(5);
}
Game::entityManager->SerializeEntity(self);
}
void SGCannon::OnPlayerLoaded(Entity* self, Entity* player) {
LOG("Player loaded");
self->SetVar<LWOOBJID>(PlayerIDVariable, player->GetObjectID());
}
void SGCannon::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
Script::OnFireEventServerSide(self, sender, args, param1, param2, param3);
}
void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int32_t value1, int32_t value2,
const std::u16string& stringValue) {
LOG("Got activity state change request: %s", GeneralUtils::UTF16ToWTF8(stringValue).c_str());
if (stringValue == u"clientready") {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
LOG("Player is ready");
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GameMessages::SendActivityEnter(self->GetObjectID(), player->GetSystemAddress());
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auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
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if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetCurrentPlayerID(player->GetObjectID());
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LOG("Setting player ID");
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Game::entityManager->SerializeEntity(self);
} else {
LOG("Shooting gallery component is null");
}
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::SHOOTING_GALLERY);
auto possessor = player->GetComponent<PossessorComponent>();
if (possessor) {
possessor->SetPossessable(self->GetObjectID());
possessor->SetPossessableType(ePossessionType::NO_POSSESSION);
}
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Game::entityManager->SerializeEntity(player);
}
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self->AddCallbackTimer(1.0f, [self, this]() {
self->SetNetworkVar<bool>(HideScoreBoardVariable, true);
self->SetNetworkVar<bool>(ReSetSuperChargeVariable, true);
self->SetNetworkVar<bool>(ShowLoadingUI, true);
});
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} else {
LOG("Player not found");
}
} else if (value1 == 1200) {
StartGame(self);
}
}
void SGCannon::OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (!player) return;
if (identifier == u"Scoreboardinfo") {
GameMessages::SendDisplayMessageBox(player->GetObjectID(), true,
Game::zoneManager->GetZoneControlObject()->GetObjectID(),
u"Shooting_Gallery_Retry", 2, u"Retry?",
u"", player->GetSystemAddress());
} else {
if ((button == 1 && (identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay")) || identifier == u"SG1" || button == 0) {
if (IsPlayerInActivity(self, player->GetObjectID())) return;
self->SetNetworkVar<bool>(ClearVariable, true);
StartGame(self);
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} else if (button == 0 && ((identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay"))) {
RemovePlayer(player->GetObjectID());
UpdatePlayer(self, player->GetObjectID(), true);
} else if (button == 1 && identifier == u"Shooting_Gallery_Exit") {
UpdatePlayer(self, player->GetObjectID(), true);
RemovePlayer(player->GetObjectID());
}
}
}
void SGCannon::SuperChargeTimerFunc(Entity* self) {
if (self->GetVar<bool>(WaveStatusVariable) || self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable) < 1) {
self->SetNetworkVar<uint32_t>(ChargeCountingVariable, 99);
self->SetNetworkVar<uint32_t>(SuperChargeBarVariable, 0);
ToggleSuperCharge(self, false);
}
}
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void SGCannon::SpawnWaveTimerFunc(Entity* self) {
if (self->GetVar<bool>(GameStartedVariable)) {
self->SetVar<bool>(WaveStatusVariable, true);
const auto wave = static_cast<int32_t>(self->GetVar<uint32_t>(ThisWaveVariable));
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if (wave != 0 && self->GetVar<bool>(SuperChargePausedVariable)) {
StartChargedCannon(self, self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable));
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, 0);
}
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TimerToggle(self, true);
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for (const auto& enemyToSpawn : m_Waves.at(self->GetVar<uint32_t>(ThisWaveVariable))) {
SpawnObject(self, enemyToSpawn, true);
}
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LOG("Current wave spawn: %i/%i", wave, m_Waves.size());
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// All waves completed
const auto timeLimit = static_cast<float_t>(self->GetVar<uint32_t>(TimeLimitVariable));
if (wave >= m_Waves.size()) {
ActivityTimerStart(self, GameOverTimer, timeLimit, timeLimit);
} else {
ActivityTimerStart(self, EndWaveTimer, timeLimit, timeLimit);
}
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const auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
GameMessages::SendPlayFXEffect(player->GetObjectID(), -1, u"SG-start", "");
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GameMessages::SendStartActivityTime(self->GetObjectID(), timeLimit, player->GetSystemAddress());
LOG("Sending ActivityPause false");
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GameMessages::SendActivityPause(self->GetObjectID(), false, player->GetSystemAddress());
}
}
}
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void SGCannon::EndWaveTimerFunc(Entity* self) {
self->SetVar<bool>(WaveStatusVariable, false);
TimerToggle(self);
RecordPlayerScore(self);
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if (self->GetVar<uint32_t>(ThisWaveVariable) >= 2) {
GameMessages::SendActivityPause(self->GetObjectID(), true);
ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
return;
}
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self->SetVar<uint32_t>(ThisWaveVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
PlaySceneAnimation(self, u"wave" + GeneralUtils::to_u16string(self->GetVar<uint32_t>(ThisWaveVariable)), true, true, 1.7f);
self->SetNetworkVar<uint32_t>(WaveNumVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
self->SetNetworkVar<uint32_t>(WaveStrVariable, self->GetVar<uint32_t>(TimeLimitVariable));
LOG("Current wave: %i/%i", self->GetVar<uint32_t>(ThisWaveVariable), m_Waves.size());
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if (self->GetVar<uint32_t>(ThisWaveVariable) >= m_Waves.size()) {
ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
} else {
ActivityTimerStart(self, SpawnWaveTimer, constants.inBetweenWavePause, constants.inBetweenWavePause);
}
LOG("Sending ActivityPause true");
GameMessages::SendActivityPause(self->GetObjectID(), true);
if (self->GetVar<bool>(SuperChargeActiveVariable) && !self->GetVar<bool>(SuperChargePausedVariable)) {
PauseChargeCannon(self);
}
}
void SGCannon::GameOverTimerFunc(Entity* self) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
LOG_DEBUG("Sending ActivityPause true");
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GameMessages::SendActivityPause(self->GetObjectID(), true, player->GetSystemAddress());
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ActivityTimerStart(self, EndGameBufferTimer, 1, 1);
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TimerToggle(self);
}
}
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void SGCannon::DoSpawnTimerFunc(Entity* self, const std::string& name) {
if (self->GetVar<bool>(GameStartedVariable)) {
const auto spawnNumber = static_cast<uint32_t>(std::stoi(name.substr(7)));
const auto& activeSpawns = self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable);
if (activeSpawns.size() <= spawnNumber) {
LOG_DEBUG("Trying to spawn %i when spawns size is only %i", spawnNumber, activeSpawns.size());
return;
}
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const auto& toSpawn = activeSpawns.at(spawnNumber);
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const auto pathIndex = GeneralUtils::GenerateRandomNumber<size_t>(0, toSpawn.spawnPaths.size() - 1);
const auto* path = Game::zoneManager->GetZone()->GetPath(toSpawn.spawnPaths.at(pathIndex));
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if (!path || path->pathWaypoints.empty()) {
LOG_DEBUG("Path %s at index %i or has 0 waypoints", toSpawn.spawnPaths.at(pathIndex).c_str(), pathIndex);
return;
}
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auto info = EntityInfo{};
info.lot = toSpawn.lot;
info.spawnerID = self->GetObjectID();
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info.pos = path->pathWaypoints[0].position;
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info.settings = {
new LDFData<SGEnemy>(u"SpawnData", toSpawn),
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new LDFData<std::string>(u"custom_script_server", "scripts/ai/ACT/SG_TARGET.lua"), // this script is never loaded
new LDFData<std::string>(u"custom_script_client", "scripts/client/ai/SG_TARGET_CLIENT.lua"),
new LDFData<std::string>(u"attached_path", path->pathName),
new LDFData<uint32_t>(u"attached_path_start", 0),
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new LDFData<std::u16string>(u"groupID", u"SGEnemy"),
new LDFData<uint32_t>(u"wave", self->GetVar<uint32_t>(ThisWaveVariable)),
};
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auto* enemy = Game::entityManager->CreateEntity(info, nullptr, self);
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feat: Add isolated and simplified path to add components (#1204) * Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
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auto* movementAI = enemy->AddComponent<MovementAIComponent>(MovementAIInfo{});
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auto* simplePhysicsComponent = enemy->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent) {
simplePhysicsComponent->SetPhysicsMotionState(4);
}
Game::entityManager->ConstructEntity(enemy);
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movementAI->SetMaxSpeed(toSpawn.initialSpeed);
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
movementAI->SetHaltDistance(0.0f);
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movementAI->SetPath(path->pathWaypoints);
enemy->AddDieCallback([this, self, enemy, name]() {
RegisterHit(self, enemy, name);
});
// Save the enemy and tell it to start pathing
if (enemy != nullptr) {
const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).push_back(enemy->GetObjectID());
GameMessages::SendPlatformResync(enemy, UNASSIGNED_SYSTEM_ADDRESS);
}
}
}
void SGCannon::EndGameBufferTimerFunc(Entity* self) {
RecordPlayerScore(self);
StopGame(self, false);
}
void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
if (name == SuperChargeTimer && !self->GetVar<bool>(SuperChargePausedVariable)) {
SuperChargeTimerFunc(self);
} else if (name == SpawnWaveTimer) {
SpawnWaveTimerFunc(self);
} else if (name == EndWaveTimer) {
EndWaveTimerFunc(self);
} else if (name == GameOverTimer) {
GameOverTimerFunc(self);
} else if (name.rfind(DoSpawnTimer, 0) == 0) {
DoSpawnTimerFunc(self, name);
} else if (name == EndGameBufferTimer) {
EndGameBufferTimerFunc(self);
}
}
void
SGCannon::OnActivityTimerUpdate(Entity* self, const std::string& name, float_t timeRemaining, float_t elapsedTime) {
ActivityManager::OnActivityTimerUpdate(self, name, timeRemaining, elapsedTime);
}
void SGCannon::StartGame(Entity* self) {
if (self->GetVar<bool>(GameStartedVariable)) return;
self->SetNetworkVar<uint32_t>(TimeLimitVariable, self->GetVar<uint32_t>(TimeLimitVariable));
self->SetNetworkVar<bool>(AudioStartIntroVariable, true);
self->SetVar<LOT>(CurrentRewardVariable, LOT_NULL);
auto rewardObjects = Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup);
for (auto* reward : rewardObjects) {
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GameMessages::SetModelToBuild modelToBuild{};
modelToBuild.modelLot = LOT_NULL;
modelToBuild.target = reward->GetObjectID();
modelToBuild.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
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GetLeaderboardData(self, player->GetObjectID(), GetActivityID(self), 1);
LOG("Sending ActivityStart");
GameMessages::SendActivityStart(self->GetObjectID(), player->GetSystemAddress());
GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"start", "");
self->SetNetworkVar<bool>(ClearVariable, true);
DoGameStartup(self);
if (!self->GetVar<bool>(FirstTimeDoneVariable)) {
TakeActivityCost(self, player->GetObjectID());
}
self->SetVar<bool>(FirstTimeDoneVariable, true);
}
SpawnNewModel(self);
}
void SGCannon::DoGameStartup(Entity* self) {
ResetVars(self);
self->SetVar<bool>(GameStartedVariable, true);
self->SetNetworkVar<bool>(ClearVariable, true);
self->SetVar<uint32_t>(ThisWaveVariable, 0);
if (constants.firstWaveStartTime < 1) {
constants.firstWaveStartTime = 1;
}
ActivityTimerStart(self, SpawnWaveTimer, constants.firstWaveStartTime,
constants.firstWaveStartTime);
}
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void SGCannon::OnShootingGalleryFire(Entity& self, GameMessages::ShootingGalleryFire& fire) {
self.SetVar<uint32_t>(ShotsFiredVariable, self.GetVar<uint32_t>(ShotsFiredVariable) + 1);
}
void SGCannon::SpawnNewModel(Entity* self) {
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// Add a new reward to the existing rewards
const auto currentReward = self->GetVar<LOT>(CurrentRewardVariable);
if (currentReward != -1) {
auto rewards = self->GetVar<std::vector<LOT>>(RewardsVariable);
rewards.push_back(currentReward);
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self->SetVar<std::vector<LOT>>(RewardsVariable, rewards);
self->SetNetworkVar<int32_t>(RewardAddedVariable, currentReward);
}
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auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
for (auto* rewardModel : Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup)) {
uint32_t lootMatrix;
switch (self->GetVar<uint32_t>(MatrixVariable)) {
case 1:
lootMatrix = constants.scoreLootMatrix1;
break;
case 2:
lootMatrix = constants.scoreLootMatrix2;
break;
case 3:
lootMatrix = constants.scoreLootMatrix3;
break;
case 4:
lootMatrix = constants.scoreLootMatrix4;
break;
case 5:
lootMatrix = constants.scoreLootMatrix5;
break;
default:
lootMatrix = 0;
}
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if (lootMatrix != 0) {
std::unordered_map<LOT, int32_t> toDrop = {};
toDrop = Loot::RollLootMatrix(player, lootMatrix);
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for (const auto [lot, count] : toDrop) {
GameMessages::SetModelToBuild modelToBuild{};
modelToBuild.modelLot = lot;
modelToBuild.target = rewardModel->GetObjectID();
modelToBuild.Send(player->GetSystemAddress());
self->SetVar<LOT>(CurrentRewardVariable, lot);
}
}
}
}
}
void SGCannon::RemovePlayer(LWOOBJID playerID) {
auto* player = Game::entityManager->GetEntity(playerID);
if (!player) return;
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auto* character = player->GetCharacter();
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent && character) {
characterComponent->SendToZone(character->GetLastNonInstanceZoneID());
}
}
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void SGCannon::OnRequestActivityExit(Entity* self, LWOOBJID player, bool canceled) {
if (canceled) {
StopGame(self, canceled);
RemovePlayer(player);
}
}
void SGCannon::StartChargedCannon(Entity* self, uint32_t optionalTime) {
optionalTime = optionalTime == 0 ? constants.chargedTime : optionalTime;
self->SetVar<bool>(SuperChargePausedVariable, false);
ToggleSuperCharge(self, true);
ActivityTimerStart(self, SuperChargeTimer, 1, optionalTime);
if (!self->GetVar<bool>(WaveStatusVariable)) {
PauseChargeCannon(self);
}
}
void SGCannon::TimerToggle(Entity* self, bool start) {
if (start) {
self->SetNetworkVar<uint32_t>(CountVariable, self->GetVar<uint32_t>(TimeLimitVariable));
self->SetVar<bool>(GameStartedVariable, true);
} else {
self->SetNetworkVar<bool>(StopVariable, true);
}
}
void SGCannon::SpawnObject(Entity* self, const SGEnemy& toSpawn, bool spawnNow) {
auto activeSpawns = self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable);
activeSpawns.push_back(toSpawn);
self->SetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable, activeSpawns);
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self->SetVar(SpawnNumberVariable, activeSpawns.size() - 1);
const auto timerName = DoSpawnTimer + std::to_string(activeSpawns.size() - 1);
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if (spawnNow) {
if (toSpawn.minSpawnTime > 0 && toSpawn.maxSpawnTime > 0) {
const auto spawnTime = GeneralUtils::GenerateRandomNumber<float_t>(toSpawn.minSpawnTime, toSpawn.maxSpawnTime);
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ActivityTimerStart(self, timerName, spawnTime, spawnTime);
} else {
ActivityTimerStart(self, timerName, 1, 1);
}
} else if (toSpawn.respawns) {
const auto spawnTime = GeneralUtils::GenerateRandomNumber<float_t>(toSpawn.minRespawnTime, toSpawn.maxRespawnTime);
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ActivityTimerStart(self, timerName, spawnTime, spawnTime);
}
}
void SGCannon::RecordPlayerScore(Entity* self) {
const auto totalScore = self->GetVar<int32_t>(TotalScoreVariable);
const auto currentWave = self->GetVar<uint32_t>(ThisWaveVariable);
if (currentWave > 0) {
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auto totalWaveScore = totalScore;
auto playerScores = self->GetVar<std::vector<int32_t>>(PlayerScoresVariable);
for (const auto& waveScore : playerScores) {
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totalWaveScore -= waveScore;
}
if (currentWave >= playerScores.size()) {
playerScores.push_back(totalWaveScore);
} else {
playerScores[currentWave] = totalWaveScore;
}
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self->SetVar<std::vector<int32_t>>(PlayerScoresVariable, playerScores);
}
}
void SGCannon::PlaySceneAnimation(Entity* self, const std::u16string& animationName, bool onCannon, bool onPlayer, float_t priority) {
for (auto* cannon : Game::entityManager->GetEntitiesInGroup("cannongroup")) {
RenderComponent::PlayAnimation(cannon, animationName, priority);
}
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if (onCannon) {
RenderComponent::PlayAnimation(self, animationName, priority);
}
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if (onPlayer) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
RenderComponent::PlayAnimation(player, animationName, priority);
}
}
}
void SGCannon::PauseChargeCannon(Entity* self) {
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const auto time = std::max(static_cast<uint32_t>(std::ceil(ActivityTimerGetRemainingTime(self, SuperChargeTimer))), static_cast<uint32_t>(1));
self->SetVar<bool>(SuperChargePausedVariable, true);
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, time);
self->SetNetworkVar<uint32_t>(ChargeCountingVariable, time);
ActivityTimerStop(self, SuperChargeTimer);
}
void SGCannon::StopGame(Entity* self, bool cancel) {
self->SetNetworkVar<bool>(ReSetSuperChargeVariable, true);
self->SetNetworkVar<bool>(HideSuperChargeVariable, true);
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auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr)
return;
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ToggleSuperCharge(self, false);
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// The player won, store all the score and send rewards
if (!cancel) {
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float percentage = 0.0f;
float misses = self->GetVar<uint32_t>(MissesVariable);
float fired = self->GetVar<uint32_t>(ShotsFiredVariable);
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if (fired > 0.0f) {
percentage = misses / fired;
}
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percentage = 1.0f - percentage;
percentage = std::max(percentage, 0.0f);
auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<int32_t>(TotalScoreVariable), self->GetObjectID(), "performact_score");
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<uint32_t>(MaxStreakVariable), self->GetObjectID(), "performact_streak");
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_CannonLot, 0, "", self->GetVar<int32_t>(TotalScoreVariable));
}
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Loot::GiveActivityLoot(player, self, GetGameID(self), self->GetVar<int32_t>(TotalScoreVariable));
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SaveScore(self, player->GetObjectID(),
static_cast<float>(self->GetVar<int32_t>(TotalScoreVariable)), static_cast<float>(self->GetVar<uint32_t>(MaxStreakVariable)), percentage);
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StopActivity(self, player->GetObjectID(), self->GetVar<int32_t>(TotalScoreVariable), self->GetVar<uint32_t>(MaxStreakVariable), percentage);
self->SetNetworkVar<bool>(AudioFinalWaveDoneVariable, true);
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// Give the player the model rewards they earned
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
for (const auto rewardLot : self->GetVar<std::vector<LOT>>(RewardsVariable)) {
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inventory->AddItem(rewardLot, 1, eLootSourceType::NONE, eInventoryType::MODELS);
}
}
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const auto& waveScores = self->GetVar<std::vector<int32_t>>(PlayerScoresVariable);
std::stringstream stream;
stream << self->GetVar<int32_t>(TotalScoreVariable) << "_";
// technically unused in shooting gallery but serialize it regardless.
for (const auto& score : waveScores) {
stream << score << "_";
}
auto totalmissed = fired - misses;
if (totalmissed < 0) {
totalmissed = 0;
}
stream << fired << "_" << totalmissed << "_" << self->GetVar<uint32_t>(MaxStreakVariable);
self->SetNetworkVar<std::u16string>(u"UI_Rewards", GeneralUtils::ASCIIToUTF16(stream.str()));
}
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GameMessages::SendActivityStop(self->GetObjectID(), false, cancel, player->GetSystemAddress());
self->SetVar<bool>(GameStartedVariable, false);
ActivityTimerStopAllTimers(self);
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// Destroy all spawners
for (auto* entity : Game::entityManager->GetEntitiesInGroup("SGEnemy")) {
entity->Kill();
}
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ResetVars(self);
}
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void SGCannon::OnActivityNotify(Entity* self, GameMessages::ActivityNotify& notify) {
if (!self->GetVar<bool>(GameStartedVariable)) return;
const auto& params = notify.notification;
if (params.empty()) return;
const auto& param = params[0];
if (param->GetValueType() != LDF_TYPE_S32 || param->GetKey() != u"shot_done") return;
const auto superChargeShotDone = static_cast<LDFData<int32_t>*>(param.get())->GetValue() == GetConstants().cannonSuperChargeSkill;
const auto& hitTargets = self->GetVar<std::vector<LWOOBJID>>(u"CannonBallKills");
if (hitTargets.empty() && !superChargeShotDone) {
self->SetVar<uint32_t>(u"m_curStreak", 0);
self->SetVar<uint32_t>(MissesVariable, self->GetVar<uint32_t>(MissesVariable) + 1);
self->SetNetworkVar<bool>(u"HideStreak", true);
self->SetNetworkVar<bool>(u"UnMarkAll", true);
UpdateStreak(self);
} else if (hitTargets.size() > 1) {
self->SetNetworkVar<bool>(u"mHit", true);
}
self->SetVar<std::vector<LWOOBJID>>(u"CannonBallKills", {});
}
void SGCannon::RegisterHit(Entity* self, Entity* target, const std::string& timerName) {
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if (!self->GetVar<bool>(GameStartedVariable)) return;
auto cannonBallKills = self->GetVar<std::vector<LWOOBJID>>(u"CannonBallKills");
cannonBallKills.push_back(target->GetObjectID());
self->SetVar<std::vector<LWOOBJID>>(u"CannonBallKills", cannonBallKills);
const auto& spawnInfo = target->GetVar<SGEnemy>(u"SpawnData");
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if (spawnInfo.respawns && target->GetVar<uint32_t>(u"wave") == self->GetVar<uint32_t>(ThisWaveVariable)) {
const auto respawnTime = GeneralUtils::GenerateRandomNumber<float_t>(spawnInfo.minRespawnTime, spawnInfo.maxRespawnTime);
ActivityTimerStart(self, timerName, respawnTime, respawnTime);
}
int32_t score = spawnInfo.score;
if (score > 0) {
score += score * GetCurrentBonus(self);
if (!self->GetVar<bool>(SuperChargeActiveVariable)) {
self->SetVar<uint32_t>(u"m_curStreak", self->GetVar<uint32_t>(u"m_curStreak") + 1);
}
} else {
if (!self->GetVar<bool>(SuperChargeActiveVariable)) {
self->SetVar<uint32_t>(u"m_curStreak", 0);
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self->SetVar<uint32_t>(MissesVariable, self->GetVar<uint32_t>(MissesVariable) + 1);
}
self->SetNetworkVar<bool>(u"hitFriend", true);
}
auto lastSuperTotal = self->GetVar<uint32_t>(u"LastSuperTotal");
auto scScore = self->GetVar<int32_t>(TotalScoreVariable) - lastSuperTotal;
if (!self->GetVar<bool>(SuperChargeActiveVariable) && scScore >= constants.chargedPoints && score >= 0) {
StartChargedCannon(self);
self->SetNetworkVar<float>(u"SuperChargeBar", 100.0f);
self->SetVar<uint32_t>(u"LastSuperTotal", self->GetVar<int32_t>(TotalScoreVariable));
}
UpdateStreak(self);
GameMessages::SendNotifyClientShootingGalleryScore(self->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS,
0.0f,
score,
target->GetObjectID(),
target->GetPosition()
);
auto newScore = self->GetVar<int32_t>(TotalScoreVariable) + score;
if (newScore < 0) {
newScore = 0;
}
self->SetVar<int32_t>(TotalScoreVariable, newScore);
self->SetNetworkVar<uint32_t>(u"updateScore", newScore);
self->SetNetworkVar<std::u16string>(u"beatHighScore", GeneralUtils::to_u16string(newScore));
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr) return;
auto missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) return;
missionComponent->Progress(eMissionTaskType::SMASH, spawnInfo.lot, self->GetObjectID());
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auto matrix = self->GetVar<uint32_t>(MatrixVariable);
float rewardS = 0.0f;
float rewardF = 0.0f;
if (matrix <= 5) {
const auto scoreRewardNum = "Score_Reward_" + std::to_string(matrix);
const auto rewardAmountItr = constants.scoreRewards.find(scoreRewardNum);
if (rewardAmountItr != constants.scoreRewards.end()) {
const float rewardAmount = rewardAmountItr->second / 100 * 3;
rewardS = newScore / rewardAmount;
rewardF = std::round(rewardS * 3);
if (rewardF > 100.0f) rewardF = 100.0f;
self->SetNetworkVar(ModelPercentVariable, rewardF);
}
}
if (rewardF > 0.0f && rewardF < 200.0f && matrix <= 5) {
const auto rewardModelGroup = Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup);
if (!rewardModelGroup.empty()) {
auto* rewardModel = rewardModelGroup[0];
GameMessages::SpawnModelBricks spawnBricks{};
spawnBricks.target = rewardModel->GetObjectID();
spawnBricks.amount = rewardF / 100.0f;
spawnBricks.position = target->GetPosition();
spawnBricks.Send(player->GetSystemAddress());
if (rewardF >= 100.0f) {
SpawnNewModel(self);
self->SetVar<uint32_t>(MatrixVariable, matrix + 1);
}
}
}
}
void SGCannon::UpdateStreak(Entity* self) {
const auto streakBonus = GetCurrentBonus(self);
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const auto curStreak = self->GetVar<uint32_t>(u"m_curStreak");
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const auto marks = curStreak % 3;
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self->SetNetworkVar<uint32_t>(u"cStreak", curStreak);
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if (curStreak >= 0 && curStreak < 13) {
if (marks == 1) {
self->SetNetworkVar<bool>(u"Mark1", true);
} else if (marks == 2) {
self->SetNetworkVar<bool>(u"Mark2", true);
} else if (marks == 0 && curStreak > 0) {
self->SetVar<float_t>(u"StreakBonus", streakBonus);
self->SetNetworkVar<bool>(u"ShowStreak", streakBonus + 1);
self->SetNetworkVar<bool>(u"Mark3", true);
} else {
self->SetVar<float_t>(u"StreakBonus", streakBonus);
self->SetNetworkVar<bool>(u"UnMarkAll", true);
}
}
auto maxStreak = self->GetVar<uint32_t>(MaxStreakVariable);
if (maxStreak < curStreak) self->SetVar<uint32_t>(MaxStreakVariable, curStreak);
}
float_t SGCannon::GetCurrentBonus(Entity* self) {
auto streak = self->GetVar<uint32_t>(u"m_curStreak");
if (streak > 12) {
streak = 12;
}
return streak / 3;
}
void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
if (enable && self->GetVar<bool>(SuperChargeActiveVariable))
return;
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr) {
LOG("Player not found in toggle super charge");
return;
}
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
auto equippedItems = inventoryComponent->GetEquippedItems();
LOG("Player has %d equipped items", equippedItems.size());
auto skillID = constants.cannonSkill;
auto cooldown = constants.cannonRefireRate;
auto* selfInventoryComponent = self->GetComponent<InventoryComponent>();
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// This is a gm in the original script
Item* meItem1{};
Item* meItem2{};
for (const auto item : selfInventoryComponent->GetInventory(eInventoryType::ITEMS)->GetItems() | std::views::values) {
if (item->GetSlot() == 0) meItem1 = item;
else if (item->GetSlot() == 1) meItem2 = item;
}
if (!meItem1 || !meItem2) {
LOG("Cannon does not have the required items equipped");
return;
}
if (enable) {
LOG("Player is activating super charge");
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selfInventoryComponent->EquipItem(meItem1);
selfInventoryComponent->EquipItem(meItem2);
skillID = constants.cannonSuperChargeSkill;
cooldown = 400;
} else {
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selfInventoryComponent->UnEquipItem(meItem1);
selfInventoryComponent->UnEquipItem(meItem2);
self->SetNetworkVar<float>(u"SuperChargeBar", 0);
LOG("Player disables super charge");
cooldown = 800;
self->SetVar<uint32_t>(NumberOfChargesVariable, 0);
}
const auto& constants = GetConstants();
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent == nullptr) {
return;
}
DynamicShootingGalleryParams properties = shootingGalleryComponent->GetDynamicParams();
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properties.cannonFOV = constants.cannonFOV;
properties.cannonVelocity = constants.cannonVelocity;
properties.cannonRefireRate = cooldown;
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properties.cannonMinDistance = constants.cannonMinDistance;
properties.cannonTimeout = -1;
shootingGalleryComponent->SetDynamicParams(properties);
Game::entityManager->SerializeEntity(self);
Game::entityManager->SerializeEntity(player);
self->SetNetworkVar<uint64_t>(CannonBallSkillIDVariable, skillID);
self->SetVar<bool>(SuperChargeActiveVariable, enable);
}
std::vector<std::vector<SGEnemy>> SGCannon::GetWaves() {
return {
// Wave 1
{
// Ship 1
{
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 2
{
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Sub 1 but for dlu
{
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
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2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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//// Sub 1
//{
// std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
// 6016, 0.0, 2.0, true, 0.0, 2.0,
// 10.0, 1000, false, 0.0, 1.0,
// 1.0, true, true
//},
// Sub 2 but for dlu
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
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3.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Sub 2
//{
// std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
// 6016, 0.0, 2.0, true, 0.0, 2.0,
// 2.0, 1000, false, 0.0, 1.0,
// 1.0, true, true
//},
// Friendly
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
}
},
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// Wave 2
{
// Ship 1
{
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 2
{
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 3
{
std::vector<std::string> { "Wave_2_Ship_1" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 4
{
std::vector<std::string> { "Wave_2_Ship_2" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Sub 1
{
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Sub 2
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//{
// std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
// 6016, 0.0, 2.0, true, 0.0, 2.0,
// 2.0, 1000, false, 0.0, 1.0,
// 1.0, true, true
//},
// Sub 2 but for dlu
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
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3.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Duck
{
std::vector<std::string> { "Wave_1_Duck_1", "Wave_1_Duck_2" },
5946, 5.0, 10.0, true, 5.0, 10.0,
4.0, 5000, false, 0.0, 1.0,
1.0, false, true
},
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// Friendly
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
}
},
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// Wave 3
{
// Ship 1
{
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 2
{
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 3
{
std::vector<std::string> { "Wave_2_Ship_1", "Wave_2_Ship_2" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 4
{
std::vector<std::string> { "Wave_3_Ship_1", "Wave_3_Ship_2" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
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// Sub 1
{
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Sub 2
//{
// std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
// 6016, 0.0, 2.0, true, 0.0, 2.0,
// 2.0, 1000, false, 0.0, 1.0,
// 1.0, true, true
//},
// Sub 2
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
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3.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Sub 3
{
std::vector<std::string> { "Wave_3_Sub_1", "Wave_3_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Duck
{
std::vector<std::string> { "Wave_1_Duck_1", "Wave_1_Duck_2" },
5946, 5.0, 10.0, true, 5.0, 10.0,
4.0, 5000, false, 0.0, 1.0,
1.0, false, true
},
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// Ness temp fix for dlu where speeds are set to 7 to match a speed closer to live while we work on movingplatform components.
{
std::vector<std::string> { "Wave_1_Ness_1", "Wave_1_Ness_2", "Wave_2_Ness_1" },
2565, 10.0, 15.0, true, 10.0, 15.0,
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7.0, 10000, false, 0.0, 7.0,
7.0, true, true
},
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// // Ness
// {
// std::vector<std::string> { "Wave_1_Ness_1", "Wave_1_Ness_2", "Wave_2_Ness_1" },
// 2565, 10.0, 15.0, true, 10.0, 15.0,
// 2.0, 10000, false, 0.0, 1.0,
// 1.0, true, true
// },
// Friendly 1
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
},
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// Friendly 2
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
}
}
};
}
void SGCannon::ResetVars(Entity* self) {
self->SetVar<uint32_t>(SpawnNumberVariable, 0);
self->SetVar<uint32_t>(CurrentSpawnNumberVariable, 0);
self->SetVar<uint32_t>(ThisWaveVariable, 0);
self->SetVar<uint32_t>(GameScoreVariable, 0);
self->SetVar<uint32_t>(GameTimeVariable, 0);
self->SetVar<bool>(GameStartedVariable, false);
self->SetVar<uint32_t>(ShotsFiredVariable, 0);
self->SetVar<uint32_t>(MaxStreakVariable, 0);
self->SetVar<uint32_t>(MissesVariable, 0);
self->SetVar<uint32_t>(CurrentStreakVariable, 0);
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, 0);
self->SetVar<std::vector<uint32_t>>(StreakBonusVariable, {});
self->SetVar<uint32_t>(LastSuperTotalVariable, 0);
self->SetVar<LOT>(CurrentRewardVariable, LOT_NULL);
self->SetVar<std::vector<LOT>>(RewardsVariable, {});
self->SetVar<int32_t>(TotalScoreVariable, 0);
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self->SetVar<uint32_t>(u"m_curStreak", 0);
self->SetVar<uint32_t>(u"LastSuperTotal", 0);
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self->SetVar<std::vector<LWOOBJID>>(u"LastHitTarget", {});
const_cast<std::vector<SGEnemy>&>(self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable)).clear();
self->SetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable, {});
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const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).clear();
self->SetVar<std::vector<LWOOBJID>>(SpawnedObjects, {});
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if (self->GetVar<bool>(InitVariable)) {
ToggleSuperCharge(self, false);
}
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self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
self->SetVar<std::vector<int32_t>>(PlayerScoresVariable, {});
ActivityTimerStopAllTimers(self);
}
SGConstants SGCannon::GetConstants() {
return {
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.playerStartPosition = Vector3 { -908.542480, 229.773178, -908.542480 },
.playerStartRotation = Quaternion { 0.91913521289825, 0, 0.39394217729568, 0 },
.cannonLot = 1864,
.impactSkillID = 34,
.projectileLot = 1822,
.playerOffset = Vector3 { 6.652, -2, 1.5 },
.rewardModelMatrix = 157,
.cannonVelocity = 129.0,
.cannonMinDistance = 30.0,
.cannonRefireRate = 800.0,
.cannonBarrelOffset = Vector3 { 0, 4.3, 9 },
.cannonSuperchargedProjectileLot = 6297,
.cannonProjectileLot = 1822,
.cannonSuperChargeSkill = 249,
.cannonSkill = 228,
.cannonTimeout = -1,
.cannonFOV = 58.6,
.useLeaderboards = true,
.streakModifier = 2,
.chargedTime = 10,
.chargedPoints = 25000,
.rewardModelGroup = "QBRewardGroup",
.activityID = 1864,
.scoreRewards = {
{"Score_Reward_1", 50000},
{"Score_Reward_2", 100000},
{"Score_Reward_3", 200000},
{"Score_Reward_4", 400000},
{"Score_Reward_5", 800000},
},
.scoreLootMatrix1 = 157,
.scoreLootMatrix2 = 187,
.scoreLootMatrix3 = 188,
.scoreLootMatrix4 = 189,
.scoreLootMatrix5 = 190,
.firstWaveStartTime = 4.0,
.inBetweenWavePause = 7.0
};
}